/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
 * Copyright (c) 2012 cocos2d-x.org
 * Copyright (c) 2013-2017 Chukong Technologies Inc.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */

#include "DrawNode.h"
// #include "base/CCEventType.h"
// #include "base/CCConfiguration.h"
// #include "renderer/CCRenderer.h"
// #include "renderer/ccGLStateCache.h"
// #include "renderer/CCGLProgramState.h"
// #include "renderer/CCGLProgramCache.h"
// #include "base/CCDirector.h"
// #include "base/CCEventListenerCustom.h"
// #include "base/CCEventDispatcher.h"
// #include "2d/CCActionCatmullRom.h"
// #include "platform/CCGL.h"


static Vec2 affineTransform2render(const AffineTransform& affineTransform, Vec2 v)
{
	v = __CCPointApplyAffineTransform(v, affineTransform);
	return ccg::convertToGGE(v);
}

NS_CC_BEGIN

// Vec2 == CGPoint in 32-bits, but not in 64-bits (OS X)
// that's why the "v2f" functions are needed
// static Vec2 v2fzero(0.0f,0.0f);
// 
// static inline Vec2 v2f(float x, float y)
// {
//     Vec2 ret(x, y);
//     return ret;
// }
// 
// static inline Vec2 v2fadd(const Vec2 &v0, const Vec2 &v1)
// {
//     return v2f(v0.x+v1.x, v0.y+v1.y);
// }
// 
// static inline Vec2 v2fsub(const Vec2 &v0, const Vec2 &v1)
// {
//     return v2f(v0.x-v1.x, v0.y-v1.y);
// }
// 
// static inline Vec2 v2fmult(const Vec2 &v, float s)
// {
//     return v2f(v.x * s, v.y * s);
// }
// 
// static inline Vec2 v2fperp(const Vec2 &p0)
// {
//     return v2f(-p0.y, p0.x);
// }
// 
// static inline Vec2 v2fneg(const Vec2 &p0)
// {
//     return v2f(-p0.x, - p0.y);
// }
// 
// static inline float v2fdot(const Vec2 &p0, const Vec2 &p1)
// {
//     return  p0.x * p1.x + p0.y * p1.y;
// }
// 
// static inline Vec2 v2fnormalize(const Vec2 &p)
// {
//     Vec2 r(p.x, p.y);
//     r.normalize();
//     return v2f(r.x, r.y);
// }
// 
// static inline Vec2 __v2f(const Vec2 &v)
// {
// //#ifdef __LP64__
//     return v2f(v.x, v.y);
// // #else
// //     return * ((Vec2*) &v);
// // #endif
// }
// 
// static inline Tex2F __t(const Vec2 &v)
// {
//     return *(Tex2F*)&v;
// }
// 
// // implementation of DrawNode
// 
// DrawNode::DrawNode(GLfloat lineWidth)
// : _vao(0)
// , _vbo(0)
// , _vaoGLPoint(0)
// , _vboGLPoint(0)
// , _vaoGLLine(0)
// , _vboGLLine(0)
// , _bufferCapacity(0)
// , _bufferCount(0)
// , _buffer(nullptr)
// , _bufferCapacityGLPoint(0)
// , _bufferCountGLPoint(0)
// , _bufferGLPoint(nullptr)
// , _bufferCapacityGLLine(0)
// , _bufferCountGLLine(0)
// , _bufferGLLine(nullptr)
// , _dirty(false)
// , _dirtyGLPoint(false)
// , _dirtyGLLine(false)
// , _lineWidth(lineWidth)
// , _defaultLineWidth(lineWidth)
// {
//     _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
// }
// 
// DrawNode::~DrawNode()
// {
//     free(_buffer);
//     _buffer = nullptr;
//     free(_bufferGLPoint);
//     _bufferGLPoint = nullptr;
//     free(_bufferGLLine);
//     _bufferGLLine = nullptr;
//     
//     glDeleteBuffers(1, &_vbo);
//     glDeleteBuffers(1, &_vboGLLine);
//     glDeleteBuffers(1, &_vboGLPoint);
//     _vbo = 0;
//     _vboGLPoint = 0;
//     _vboGLLine = 0;
//     
//     if (Configuration::getInstance()->supportsShareableVAO())
//     {
//         GL::bindVAO(0);
//         glDeleteVertexArrays(1, &_vao);
//         glDeleteVertexArrays(1, &_vaoGLLine);
//         glDeleteVertexArrays(1, &_vaoGLPoint);
//         _vao = _vaoGLLine = _vaoGLPoint = 0;
//     }
// }
// 
// DrawNode* DrawNode::create(GLfloat defaultLineWidth)
// {
//     DrawNode* ret = new (std::nothrow) DrawNode(defaultLineWidth);
//     if (ret && ret->init())
//     {
//         ret->autorelease();
//     }
//     else
//     {
//         CC_SAFE_DELETE(ret);
//     }
//     
//     return ret;
// }
// 
// void DrawNode::ensureCapacity(int count)
// {
//     CCASSERT(count>=0, "capacity must be >= 0");
//     
//     if(_bufferCount + count > _bufferCapacity)
//     {
//         _bufferCapacity += MAX(_bufferCapacity, count);
//         _buffer = (V2F_C4B_T2F*)realloc(_buffer, _bufferCapacity*sizeof(V2F_C4B_T2F));
//     }
// }
// 
// void DrawNode::ensureCapacityGLPoint(int count)
// {
//     CCASSERT(count>=0, "capacity must be >= 0");
//     
//     if(_bufferCountGLPoint + count > _bufferCapacityGLPoint)
//     {
//         _bufferCapacityGLPoint += MAX(_bufferCapacityGLPoint, count);
//         _bufferGLPoint = (V2F_C4B_T2F*)realloc(_bufferGLPoint, _bufferCapacityGLPoint*sizeof(V2F_C4B_T2F));
//     }
// }
// 
// void DrawNode::ensureCapacityGLLine(int count)
// {
//     CCASSERT(count>=0, "capacity must be >= 0");
//     
//     if(_bufferCountGLLine + count > _bufferCapacityGLLine)
//     {
//         _bufferCapacityGLLine += MAX(_bufferCapacityGLLine, count);
//         _bufferGLLine = (V2F_C4B_T2F*)realloc(_bufferGLLine, _bufferCapacityGLLine*sizeof(V2F_C4B_T2F));
//     }
// }
// 
// bool DrawNode::init()
// {
//     _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
// 
//     setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
//     
//     ensureCapacity(512);
//     ensureCapacityGLPoint(64);
//     ensureCapacityGLLine(256);
//     
//     if (Configuration::getInstance()->supportsShareableVAO())
//     {
//         glGenVertexArrays(1, &_vao);
//         GL::bindVAO(_vao);
//         glGenBuffers(1, &_vbo);
//         glBindBuffer(GL_ARRAY_BUFFER, _vbo);
//         glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
//         // vertex
//         glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
//         // color
//         glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
//         // texcoord
//         glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
//         
//         glGenVertexArrays(1, &_vaoGLLine);
//         GL::bindVAO(_vaoGLLine);
//         glGenBuffers(1, &_vboGLLine);
//         glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
//         glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW);
//         // vertex
//         glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
//         // color
//         glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
//         // texcoord
//         glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
//         
//         glGenVertexArrays(1, &_vaoGLPoint);
//         GL::bindVAO(_vaoGLPoint);
//         glGenBuffers(1, &_vboGLPoint);
//         glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
//         glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
//         // vertex
//         glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
//         // color
//         glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
//         // Texture coord as pointsize
//         glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
//         
//         GL::bindVAO(0);
//         glBindBuffer(GL_ARRAY_BUFFER, 0);
//         
//     }
//     else
//     {
//         glGenBuffers(1, &_vbo);
//         glBindBuffer(GL_ARRAY_BUFFER, _vbo);
//         glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
//         
//         glGenBuffers(1, &_vboGLLine);
//         glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
//         glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW);
//         
//         glGenBuffers(1, &_vboGLPoint);
//         glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
//         glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
// 
//         glBindBuffer(GL_ARRAY_BUFFER, 0);
//     }
//     
//     CHECK_GL_ERROR_DEBUG();
//     
//     _dirty = true;
//     _dirtyGLLine = true;
//     _dirtyGLPoint = true;
//     
// #if CC_ENABLE_CACHE_TEXTURE_DATA
//     // Need to listen the event only when not use batchnode, because it will use VBO
//     auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event){
//    /** listen the event that renderer was recreated on Android/WP8 */
//         this->init();
//     });
// 
//     _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
// #endif
//     
//     return true;
// }
//
// void DrawNode::draw(/*Renderer *renderer, */const Mat4 &transform, uint32_t flags)
// {
//     if(_bufferCount)
//     {
//         _customCommand.init(_globalZOrder, transform, flags);
//         _customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, flags);
//         renderer->addCommand(&_customCommand);
//     }
//     
//     if(_bufferCountGLPoint)
//     {
//         _customCommandGLPoint.init(_globalZOrder, transform, flags);
//         _customCommandGLPoint.func = CC_CALLBACK_0(DrawNode::onDrawGLPoint, this, transform, flags);
//         renderer->addCommand(&_customCommandGLPoint);
//     }
//     
//     if(_bufferCountGLLine)
//     {
//         _customCommandGLLine.init(_globalZOrder, transform, flags);
//         _customCommandGLLine.func = CC_CALLBACK_0(DrawNode::onDrawGLLine, this, transform, flags);
//         renderer->addCommand(&_customCommandGLLine);
//     }
// }
// 
// void DrawNode::onDraw(const Mat4 &transform, uint32_t /*flags*/)
// {
//     getGLProgramState()->apply(transform);
//     auto glProgram = this->getGLProgram();
//     glProgram->setUniformLocationWith1f(glProgram->getUniformLocation("u_alpha"), _displayedOpacity / 255.0);
//     GL::blendFunc(_blendFunc.src, _blendFunc.dst);
// 
//     if (_dirty)
//     {
//         glBindBuffer(GL_ARRAY_BUFFER, _vbo);
//         glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacity, _buffer, GL_STREAM_DRAW);
//         
//         _dirty = false;
//     }
//     if (Configuration::getInstance()->supportsShareableVAO())
//     {
//         GL::bindVAO(_vao);
//     }
//     else
//     {
//         GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
// 
//         glBindBuffer(GL_ARRAY_BUFFER, _vbo);
//         // vertex
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
//         // color
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
//         // texcoord
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
//     }
// 
//     glDrawArrays(GL_TRIANGLES, 0, _bufferCount);
//     glBindBuffer(GL_ARRAY_BUFFER, 0);
//     
//     if (Configuration::getInstance()->supportsShareableVAO())
//     {
//         GL::bindVAO(0);
//     }
//     
//     CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _bufferCount);
//     CHECK_GL_ERROR_DEBUG();
// }
// 
// void DrawNode::onDrawGLLine(const Mat4 &transform, uint32_t /*flags*/)
// {
//     auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
//     glProgram->use();
//     glProgram->setUniformsForBuiltins(transform);
//     glProgram->setUniformLocationWith1f(glProgram->getUniformLocation("u_alpha"), _displayedOpacity / 255.0);
// 
//     GL::blendFunc(_blendFunc.src, _blendFunc.dst);
// 
//     if (_dirtyGLLine)
//     {
//         glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
//         glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW);
//         _dirtyGLLine = false;
//     }
//     if (Configuration::getInstance()->supportsShareableVAO())
//     {
//         GL::bindVAO(_vaoGLLine);
//     }
//     else
//     {
//         glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
//         GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
//         // vertex
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
//         // color
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
//         // texcoord
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
//     }
// 
//     glLineWidth(_lineWidth);
//     glDrawArrays(GL_LINES, 0, _bufferCountGLLine);
//     
//     if (Configuration::getInstance()->supportsShareableVAO())
//     {
//         GL::bindVAO(0);
//     }
//     
//     glBindBuffer(GL_ARRAY_BUFFER, 0);
//     CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCountGLLine);
// 
//     CHECK_GL_ERROR_DEBUG();
// }
// 
// void DrawNode::onDrawGLPoint(const Mat4 &transform, uint32_t /*flags*/)
// {
//     auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE);
//     glProgram->use();
//     glProgram->setUniformsForBuiltins(transform);
//     glProgram->setUniformLocationWith1f(glProgram->getUniformLocation("u_alpha"), _displayedOpacity / 255.0);
// 
//     GL::blendFunc(_blendFunc.src, _blendFunc.dst);
// 
//     if (_dirtyGLPoint)
//     {
//         glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
//         glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
//         
//         _dirtyGLPoint = false;
//     }
//     
//     if (Configuration::getInstance()->supportsShareableVAO())
//     {
//         GL::bindVAO(_vaoGLPoint);
//     }
//     else
//     {
//         glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
//         GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
//         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
//     }
//     
//     glDrawArrays(GL_POINTS, 0, _bufferCountGLPoint);
//     
//     if (Configuration::getInstance()->supportsShareableVAO())
//     {
//         GL::bindVAO(0);
//     }
//     
//     glBindBuffer(GL_ARRAY_BUFFER, 0);
//     
//     CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCountGLPoint);
//     CHECK_GL_ERROR_DEBUG();
// }
// 
// void DrawNode::drawPoint(const Vec2& position, const float pointSize, const Color4F &color)
// {
//     ensureCapacityGLPoint(1);
//     
//     V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLPoint + _bufferCountGLPoint);
//     V2F_C4B_T2F a = {position, Color4B(color), Tex2F(pointSize,0)};
//     *point = a;
//     
//     _bufferCountGLPoint += 1;
//     _dirtyGLPoint = true;
// }
// 
// void DrawNode::drawPoints(const Vec2 *position, unsigned int numberOfPoints, const Color4F &color)
// {
//     drawPoints(position, numberOfPoints, 1.0, color);
// }
// 
// void DrawNode::drawPoints(const Vec2 *position, unsigned int numberOfPoints, const float pointSize, const Color4F &color)
// {
//     ensureCapacityGLPoint(numberOfPoints);
//     
//     V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLPoint + _bufferCountGLPoint);
//     
//     for(unsigned int i=0; i < numberOfPoints; i++,point++)
//     {
//         V2F_C4B_T2F a = {position[i], Color4B(color), Tex2F(pointSize,0)};
//         *point = a;
//     }
//     
//     _bufferCountGLPoint += numberOfPoints;
//     _dirtyGLPoint = true;
// }

void DrawNode::drawLine(const Vec2 &origin, const Vec2 &destination, const Color4F &color)
{
//     ensureCapacityGLLine(2);
//     
//     V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLLine + _bufferCountGLLine);
//     
//     V2F_C4B_T2F a = {origin, Color4B(color), Tex2F(0.0, 0.0)};
//     V2F_C4B_T2F b = {destination, Color4B(color), Tex2F(0.0, 0.0)};
//     
//     *point = a;
//     *(point+1) = b;
//     
//     _bufferCountGLLine += 2;
//     _dirtyGLLine = true;
	sLine line;
	line.origin = origin;
	line.destination = destination;
	line.color = ccg::color2gge32(Color4B(color));
//	updateDraw(line);
	_lines.push_back(line);
	_enums.push_back(eDraw::Line);
}

void DrawNode::drawRect(const Vec2 &origin, const Vec2 &destination, const Color4F &color)
{
	sRect rect;
	rect.origin = origin;
	rect.destination = destination;
	rect.color = ccg::color2gge32(Color4B(color));
//	updateDraw(rect);
	_rects.push_back(rect);
	_enums.push_back(eDraw::Rect);
}


void DrawNode::drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon, const Color4F &color)
{
	sPoly poly;
	poly.poli = poli;
	poly.numberOfPoints = numberOfPoints;
	poly.polies.resize(numberOfPoints);
	poly.closePolygon = closePolygon;
	poly.color = ccg::color2gge32(Color4B(color));
//	updateDraw(poly);
	_polies.push_back(poly);
	_enums.push_back(eDraw::Poly);
}

// void DrawNode::updateDraw(sLine& line, const AffineTransform& affineTransform)
// {
// 	line.vecOrigin = affineTransform2render(affineTransform, line.origin);
// 	line.vecDestin = affineTransform2render(affineTransform, line.destination);
// }
// 
// 
// void DrawNode::updateDraw(sRect& rect, const AffineTransform& affineTransform)
// {
// 	rect.vecOrigin = affineTransform2render(affineTransform, rect.origin);
// 	rect.vecDestin = affineTransform2render(affineTransform, rect.destination);
// 	rect.vecOxdy = affineTransform2render(affineTransform, Vec2(rect.origin.x, rect.destination.y));
// 	rect.vecDxoy = affineTransform2render(affineTransform, Vec2(rect.destination.x, rect.origin.y));
// }
// 
// 
// void DrawNode::updateDraw(sPoly& poly, const AffineTransform& affineTransform)
// {
// 	for (int i = 0; i < poly.numberOfPoints; ++i)
// 	{
// 		poly.polies[i] = affineTransform2render(affineTransform, poly.poli[i]);
// 	}
// }


void DrawNode::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
{
	if (flags)
	{
		const auto& affineTransform = getNodeToWorldAffineTransform();
		for (auto& line : _lines)
		{
			line.vecOrigin = affineTransform2render(affineTransform, line.origin);
			line.vecDestin = affineTransform2render(affineTransform, line.destination);
		}
		for (auto& rect : _rects)
		{
			rect.vecOrigin = affineTransform2render(affineTransform, rect.origin);
			rect.vecDestin = affineTransform2render(affineTransform, rect.destination);
			rect.vecOxdy = affineTransform2render(affineTransform, Vec2(rect.origin.x, rect.destination.y));
			rect.vecDxoy = affineTransform2render(affineTransform, Vec2(rect.destination.x, rect.origin.y));
		}
		for (auto& poly : _polies)
		{
			for (int i = 0; i < poly.numberOfPoints; ++i)
			{
				poly.polies[i] = affineTransform2render(affineTransform, poly.poli[i]);
			}
		}
	}
	int iLine = -1;
	int iRect = -1;
	int iPoly = -1;
	forv(_enums, i)
	{
		const auto& e = _enums[i];
		if (e == eDraw::Line)
		{
			const auto& line = _lines[++iLine];
			gge::Graph_RenderLine(line.vecOrigin.x, line.vecOrigin.y, line.vecDestin.x, line.vecDestin.y, line.color);
		}
		else if (e == eDraw::Rect)
		{
			const auto& rect = _rects[++iRect];
			gge::Graph_RenderLine(rect.vecOrigin.x, rect.vecOrigin.y, rect.vecDxoy.x, rect.vecDxoy.y, rect.color);
			gge::Graph_RenderLine(rect.vecDxoy.x, rect.vecDxoy.y, rect.vecDestin.x, rect.vecDestin.y, rect.color);
			gge::Graph_RenderLine(rect.vecDestin.x, rect.vecDestin.y, rect.vecOxdy.x, rect.vecOxdy.y, rect.color);
			gge::Graph_RenderLine(rect.vecOxdy.x, rect.vecOxdy.y, rect.vecOrigin.x, rect.vecOrigin.y, rect.color);
		}
		else if (e == eDraw::Poly)
		{
			const auto& poly = _polies[++iPoly];
			for (int i = 0; i < poly.numberOfPoints; ++i)
			{
				if (i == 0)
				{
					if (poly.closePolygon)
					{
						gge::Graph_RenderLine(poly.polies[i].x, poly.polies[i].y, poly.polies[poly.numberOfPoints - 1].x, poly.polies[poly.numberOfPoints - 1].y, poly.color);
					}
				}
				else
				{
					gge::Graph_RenderLine(poly.polies[i].x, poly.polies[i].y, poly.polies[i - 1].x, poly.polies[i - 1].y, poly.color);
				}
			}
		}
	}
}



void DrawNode::clear()
{
	_lines.clear();
	_rects.clear();
	_polies.clear();
	_enums.clear();
}

// 
// void DrawNode::drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon, const Color4F &color)
// {
//     unsigned int vertex_count;
//     if(closePolygon)
//     {
//         vertex_count = 2 * numberOfPoints;
//         ensureCapacityGLLine(vertex_count);
//     }
//     else
//     {
//         vertex_count = 2 * (numberOfPoints - 1);
//         ensureCapacityGLLine(vertex_count);
//     }
//     
//     V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLLine + _bufferCountGLLine);
//  
//     unsigned int i = 0;
//     for(; i<numberOfPoints-1; i++)
//     {
//         V2F_C4B_T2F a = {poli[i], Color4B(color), Tex2F(0.0, 0.0)};
//         V2F_C4B_T2F b = {poli[i+1], Color4B(color), Tex2F(0.0, 0.0)};
//         
//         *point = a;
//         *(point+1) = b;
//         point += 2;
//     }
//     if(closePolygon)
//     {
//         V2F_C4B_T2F a = {poli[i], Color4B(color), Tex2F(0.0, 0.0)};
//         V2F_C4B_T2F b = {poli[0], Color4B(color), Tex2F(0.0, 0.0)};
//         *point = a;
//         *(point+1) = b;
//     }
//     
//     _bufferCountGLLine += vertex_count;
// }
//
// void DrawNode::drawCircle(const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY, const Color4F &color)
// {
//     const float coef = 2.0f * (float)M_PI/segments;
//     
//     Vec2 *vertices = new (std::nothrow) Vec2[segments+2];
//     if( ! vertices )
//         return;
//     
//     for(unsigned int i = 0;i <= segments; i++) {
//         float rads = i*coef;
//         GLfloat j = radius * cosf(rads + angle) * scaleX + center.x;
//         GLfloat k = radius * sinf(rads + angle) * scaleY + center.y;
//         
//         vertices[i].x = j;
//         vertices[i].y = k;
//     }
//     if(drawLineToCenter)
//     {
//         vertices[segments+1].x = center.x;
//         vertices[segments+1].y = center.y;
//         drawPoly(vertices, segments+2, true, color);
//     }
//     else
//         drawPoly(vertices, segments+1, true, color);
//     
//     CC_SAFE_DELETE_ARRAY(vertices);
// }
// 
// void DrawNode::drawCircle(const Vec2 &center, float radius, float angle, unsigned int segments, bool drawLineToCenter, const Color4F &color)
// {
//     drawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f, color);
// }
// 
// void DrawNode::drawQuadBezier(const Vec2 &origin, const Vec2 &control, const Vec2 &destination, unsigned int segments, const Color4F &color)
// {
//     Vec2* vertices = new (std::nothrow) Vec2[segments + 1];
//     if( ! vertices )
//         return;
//     
//     float t = 0.0f;
//     for(unsigned int i = 0; i < segments; i++)
//     {
//         vertices[i].x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x;
//         vertices[i].y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y;
//         t += 1.0f / segments;
//     }
//     vertices[segments].x = destination.x;
//     vertices[segments].y = destination.y;
//     
//     drawPoly(vertices, segments+1, false, color);
// 
//     CC_SAFE_DELETE_ARRAY(vertices);
// }
// 
// void DrawNode::drawCubicBezier(const Vec2 &origin, const Vec2 &control1, const Vec2 &control2, const Vec2 &destination, unsigned int segments, const Color4F &color)
// {
//     Vec2* vertices = new (std::nothrow) Vec2[segments + 1];
//     if( ! vertices )
//         return;
//     
//     float t = 0;
//     for (unsigned int i = 0; i < segments; i++)
//     {
//         vertices[i].x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x;
//         vertices[i].y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y;
//         t += 1.0f / segments;
//     }
//     vertices[segments].x = destination.x;
//     vertices[segments].y = destination.y;
//     
//     drawPoly(vertices, segments+1, false, color);
// 
//     CC_SAFE_DELETE_ARRAY(vertices);
// }
// 
// void DrawNode::drawCardinalSpline(PointArray *config, float tension,  unsigned int segments, const Color4F &color)
// {
//     Vec2* vertices = new (std::nothrow) Vec2[segments + 1];
//     if( ! vertices )
//         return;
//     
//     ssize_t p;
//     float lt;
//     float deltaT = 1.0f / config->count();
//     
//     for( unsigned int i=0; i < segments+1;i++) {
//         
//         float dt = (float)i / segments;
//         
//         // border
//         if( dt == 1 ) {
//             p = config->count() - 1;
//             lt = 1;
//         } else {
//             p = dt / deltaT;
//             lt = (dt - deltaT * (float)p) / deltaT;
//         }
//         
//         // Interpolate
//         Vec2 pp0 = config->getControlPointAtIndex(p-1);
//         Vec2 pp1 = config->getControlPointAtIndex(p+0);
//         Vec2 pp2 = config->getControlPointAtIndex(p+1);
//         Vec2 pp3 = config->getControlPointAtIndex(p+2);
//         
//         Vec2 newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt);
//         vertices[i].x = newPos.x;
//         vertices[i].y = newPos.y;
//     }
//     
//     drawPoly(vertices, segments+1, false, color);
//     
//     CC_SAFE_DELETE_ARRAY(vertices);
// }
// 
// void DrawNode::drawCatmullRom(PointArray *points, unsigned int segments, const Color4F &color)
// {
//     drawCardinalSpline( points, 0.5f, segments, color);
// }
// 
// void DrawNode::drawDot(const Vec2 &pos, float radius, const Color4F &color)
// {
//     unsigned int vertex_count = 2*3;
//     ensureCapacity(vertex_count);
//     
//     V2F_C4B_T2F a = {Vec2(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) };
//     V2F_C4B_T2F b = {Vec2(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0,  1.0) };
//     V2F_C4B_T2F c = {Vec2(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0,  1.0) };
//     V2F_C4B_T2F d = {Vec2(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) };
//     
//     V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
//     V2F_C4B_T2F_Triangle triangle0 = {a, b, c};
//     V2F_C4B_T2F_Triangle triangle1 = {a, c, d};
//     triangles[0] = triangle0;
//     triangles[1] = triangle1;
//     
//     _bufferCount += vertex_count;
//     
//     _dirty = true;
// }
// 
// void DrawNode::drawRect(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Vec2& p4, const Color4F &color)
// {
//     drawLine(Vec2(p1.x, p1.y), Vec2(p2.x, p2.y), color);
//     drawLine(Vec2(p2.x, p2.y), Vec2(p3.x, p3.y), color);
//     drawLine(Vec2(p3.x, p3.y), Vec2(p4.x, p4.y), color);
//     drawLine(Vec2(p4.x, p4.y), Vec2(p1.x, p1.y), color);
// }
// 
// void DrawNode::drawSegment(const Vec2 &from, const Vec2 &to, float radius, const Color4F &color)
// {
//     unsigned int vertex_count = 6*3;
//     ensureCapacity(vertex_count);
//     
//     Vec2 a = __v2f(from);
//     Vec2 b = __v2f(to);
//     
//     
//     Vec2 n = v2fnormalize(v2fperp(v2fsub(b, a)));
//     Vec2 t = v2fperp(n);
//     
//     Vec2 nw = v2fmult(n, radius);
//     Vec2 tw = v2fmult(t, radius);
//     Vec2 v0 = v2fsub(b, v2fadd(nw, tw));
//     Vec2 v1 = v2fadd(b, v2fsub(nw, tw));
//     Vec2 v2 = v2fsub(b, nw);
//     Vec2 v3 = v2fadd(b, nw);
//     Vec2 v4 = v2fsub(a, nw);
//     Vec2 v5 = v2fadd(a, nw);
//     Vec2 v6 = v2fsub(a, v2fsub(nw, tw));
//     Vec2 v7 = v2fadd(a, v2fadd(nw, tw));
//     
//     
//     V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
//     
//     V2F_C4B_T2F_Triangle triangles0 = {
//         {v0, Color4B(color), __t(v2fneg(v2fadd(n, t)))},
//         {v1, Color4B(color), __t(v2fsub(n, t))},
//         {v2, Color4B(color), __t(v2fneg(n))},
//     };
//     triangles[0] = triangles0;
//     
//     V2F_C4B_T2F_Triangle triangles1 = {
//         {v3, Color4B(color), __t(n)},
//         {v1, Color4B(color), __t(v2fsub(n, t))},
//         {v2, Color4B(color), __t(v2fneg(n))},
//     };
//     triangles[1] = triangles1;
//     
//     V2F_C4B_T2F_Triangle triangles2 = {
//         {v3, Color4B(color), __t(n)},
//         {v4, Color4B(color), __t(v2fneg(n))},
//         {v2, Color4B(color), __t(v2fneg(n))},
//     };
//     triangles[2] = triangles2;
// 
//     V2F_C4B_T2F_Triangle triangles3 = {
//         {v3, Color4B(color), __t(n)},
//         {v4, Color4B(color), __t(v2fneg(n))},
//         {v5, Color4B(color), __t(n) },
//     };
//     triangles[3] = triangles3;
// 
//     V2F_C4B_T2F_Triangle triangles4 = {
//         {v6, Color4B(color), __t(v2fsub(t, n))},
//         {v4, Color4B(color), __t(v2fneg(n)) },
//         {v5, Color4B(color), __t(n)},
//     };
//     triangles[4] = triangles4;
// 
//     V2F_C4B_T2F_Triangle triangles5 = {
//         {v6, Color4B(color), __t(v2fsub(t, n))},
//         {v7, Color4B(color), __t(v2fadd(n, t))},
//         {v5, Color4B(color), __t(n)},
//     };
//     triangles[5] = triangles5;
//     
//     _bufferCount += vertex_count;
//     
//     _dirty = true;
// }
// 
// void DrawNode::drawPolygon(const Vec2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor)
// {
//     CCASSERT(count >= 0, "invalid count value");
//     
//     bool outline = (borderColor.a > 0.0f && borderWidth > 0.0f);
//     
//     auto  triangle_count = outline ? (3*count - 2) : (count - 2);
//     auto vertex_count = 3*triangle_count;
//     ensureCapacity(vertex_count);
//     
//     V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
//     V2F_C4B_T2F_Triangle *cursor = triangles;
//     
//     for (int i = 0; i < count-2; i++)
//     {
//         V2F_C4B_T2F_Triangle tmp = {
//             {verts[0], Color4B(fillColor), __t(v2fzero)},
//             {verts[i+1], Color4B(fillColor), __t(v2fzero)},
//             {verts[i+2], Color4B(fillColor), __t(v2fzero)},
//         };
//         
//         *cursor++ = tmp;
//     }
//     
//     if(outline)
//     {
//         struct ExtrudeVerts {Vec2 offset, n;};
//         struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
//         memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
//         
//         for (int i = 0; i < count; i++)
//         {
//             Vec2 v0 = __v2f(verts[(i-1+count)%count]);
//             Vec2 v1 = __v2f(verts[i]);
//             Vec2 v2 = __v2f(verts[(i+1)%count]);
//             
//             Vec2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
//             Vec2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
//             
//             Vec2 offset = v2fmult(v2fadd(n1, n2), 1.0f / (v2fdot(n1, n2) + 1.0f));
//             struct ExtrudeVerts tmp = {offset, n2};
//             extrude[i] = tmp;
//         }
//         
//         for(int i = 0; i < count; i++)
//         {
//             int j = (i+1)%count;
//             Vec2 v0 = __v2f(verts[i]);
//             Vec2 v1 = __v2f(verts[j]);
//             
//             Vec2 n0 = extrude[i].n;
//             
//             Vec2 offset0 = extrude[i].offset;
//             Vec2 offset1 = extrude[j].offset;
//             
//             Vec2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
//             Vec2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
//             Vec2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
//             Vec2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
//             
//             V2F_C4B_T2F_Triangle tmp1 = {
//                 {inner0, Color4B(borderColor), __t(v2fneg(n0))},
//                 {inner1, Color4B(borderColor), __t(v2fneg(n0))},
//                 {outer1, Color4B(borderColor), __t(n0)}
//             };
//             *cursor++ = tmp1;
//             
//             V2F_C4B_T2F_Triangle tmp2 = {
//                 {inner0, Color4B(borderColor), __t(v2fneg(n0))},
//                 {outer0, Color4B(borderColor), __t(n0)},
//                 {outer1, Color4B(borderColor), __t(n0)}
//             };
//             *cursor++ = tmp2;
//         }
//         
//         free(extrude);
//     }
//     
//     _bufferCount += vertex_count;
//     
//     _dirty = true;
// }
// 
// void DrawNode::drawSolidRect(const Vec2 &origin, const Vec2 &destination, const Color4F &color)
// {
//     Vec2 vertices[] = {
//         origin,
//         Vec2(destination.x, origin.y),
//         destination,
//         Vec2(origin.x, destination.y)
//     };
//     
//     drawSolidPoly(vertices, 4, color );
// }
// 
// void DrawNode::drawSolidPoly(const Vec2 *poli, unsigned int numberOfPoints, const Color4F &color)
// {
//     drawPolygon(poli, numberOfPoints, color, 0.0, Color4F(0.0, 0.0, 0.0, 0.0));
// }
// 
// void DrawNode::drawSolidCircle(const Vec2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY, const Color4F &color)
// {
//     const float coef = 2.0f * (float)M_PI/segments;
//     
//     Vec2 *vertices = new (std::nothrow) Vec2[segments];
//     if( ! vertices )
//         return;
//     
//     for(unsigned int i = 0;i < segments; i++)
//     {
//         float rads = i*coef;
//         GLfloat j = radius * cosf(rads + angle) * scaleX + center.x;
//         GLfloat k = radius * sinf(rads + angle) * scaleY + center.y;
//         
//         vertices[i].x = j;
//         vertices[i].y = k;
//     }
//     
//     drawSolidPoly(vertices, segments, color);
//     
//     CC_SAFE_DELETE_ARRAY(vertices);
// }
// 
// void DrawNode::drawSolidCircle( const Vec2& center, float radius, float angle, unsigned int segments, const Color4F& color)
// {
//     drawSolidCircle(center, radius, angle, segments, 1.0f, 1.0f, color);
// }
// 
// void DrawNode::drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Color4F &color)
// {
//     unsigned int vertex_count = 3;
//     ensureCapacity(vertex_count);
// 
//     Color4B col = Color4B(color);
//     V2F_C4B_T2F a = {Vec2(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
//     V2F_C4B_T2F b = {Vec2(p2.x, p2.y), col, Tex2F(0.0,  0.0) };
//     V2F_C4B_T2F c = {Vec2(p3.x, p3.y), col, Tex2F(0.0,  0.0) };
// 
//     V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
//     V2F_C4B_T2F_Triangle triangle = {a, b, c};
//     triangles[0] = triangle;
// 
//     _bufferCount += vertex_count;
//     _dirty = true;
// }
// 
// void DrawNode::drawQuadraticBezier(const Vec2& from, const Vec2& control, const Vec2& to, unsigned int segments, const Color4F &color)
// {
//     drawQuadBezier(from, control, to, segments, color);
// }
// 
// void DrawNode::clear()
// {
//     _bufferCount = 0;
//     _dirty = true;
//     _bufferCountGLLine = 0;
//     _dirtyGLLine = true;
//     _bufferCountGLPoint = 0;
//     _dirtyGLPoint = true;
//     _lineWidth = _defaultLineWidth;
// }
// 
// const BlendFunc& DrawNode::getBlendFunc() const
// {
//     return _blendFunc;
// }
// 
// void DrawNode::setBlendFunc(const BlendFunc &blendFunc)
// {
//     _blendFunc = blendFunc;
// }
// 
// void DrawNode::setLineWidth(GLfloat lineWidth)
// {
//     _lineWidth = lineWidth;
// }
// 
// GLfloat DrawNode::getLineWidth()
// {
//     return this->_lineWidth;
// }


NS_CC_END
